Alliance are a serie of different mods. On the Star Wars GC, you can play the civil war Empire vs Rebel era + Black Sun and soon the Republic and CIS.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Report RSS Defeated at a battle but with fun
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

This is a curious battle in the Toss beacon system. Here you can watch again how without a good tactic, you can not defeat the enemy. Of course I retreated my forces at the end because they were not enough powerful against the last units from the Rebels but I could destroy the core from the enemy attack with a curious tactic, specially the my final attack with the Knighthammer.

Unfortunately, the enemy had at least a Colossus and the Attack fighters (small transports) from it, they are very powerful against a SSD. I did not want lose it. But in the Jedi Academy to Darksaber GC there is a trigger which it gives you the Imperial Remant planets if you lose the Knighthammer.

Other point from this battle is how an error from 6.0b has been fixed. The Home One had three escort units and they were spawned with Space_Escort_Unit_Types tag. But this tag has a big problem, even if you reach the maximun pop cap, it will spawn the units and when it happened at combination with other units as the Guardian and Lusankya, the game had a terrible amount lag.

I replaced it by the usual code for spawn reinforces at my mod. Some people can think how the Space_Escort_Unit_Types tag runs as code but it is not true because my code will not spawn the units if you reach the maximun pop cap or if there is a interdictor activated.

It remembers me other point, some times people have told me how I should increase the space pop cap to more of 45 but this proof how it would be a bad idea and the lag is not the unique problem because the game is more unstable.